Creator (3.5e Prestige Class)

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Creator[edit]

Dear god, Igor, its alive!
—Dr. Frankenstein, Human Creator, Stylish Steve's Book of Quotes


The creator is the wielder of a truly amazing power, that over the forces of life itself. While inherently weak on their own, they're terrifying when given the time and resources to produce their tools of war. Creators are very commonly known to be one-man armies.

Becoming a Creator[edit]

Creator's originated from the fascination of divine spellcasters with the ability of the gods to bestow and fashion new forms of life. These individuals have been driven to attempt to attain this power for themselves. Creators are never to be found without a wide assortment of their varied creations, used for whichever purpose their creator intended. They have even been known to single-handedly change the tides of battle through the creation of powerful hordes of minions. All creator abilities are wisdom based, followed by intelligence for their skills or constitution to make up for their health deficiencies.


Entry Requirements
Base Bonus Attack: +7
Skills: Spellcraft 10, Knowledge (Religion) 10, Heal 10, Profession (Surgeon) 13
Feats: Craft Wondrous Item
Spellcasting: Must be able to cast raise dead
Patron: any deity
Table: The Creator

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +2 +0 +2 Minor Creation, Bonus Feat +1 level of divine spellcasting class
2nd +1 +3 +0 +3 Summon Creation, Mental Link +1 level of divine spellcasting class
3rd +1 +3 +1 +3 Recall to Creation +1 level of divine spellcasting class
4th +2 +4 +1 +4 Dissemble/Enhance Creation +1 level of divine spellcasting class
5th +2 +4 +1 +4 Detonate Creation +1 level of divine spellcasting class
6th +3 +5 +2 +5 Major Creation +1 level of divine spellcasting class
7th +3 +5 +2 +5 Bonus Feat +1 level of divine spellcasting class
8th +4 +6 +2 +6 Regeneration +1 level of divine spellcasting class
9th +4 +6 +3 +6 +1 level of divine spellcasting class
10th +5 +7 +3 +7 Create Minion +1 level of divine spellcasting class

Class Skills (4 + Int modifier per level)
Concentration (Con),Decipher Script (Int),Heal) (Wis),Knowledge (Arcana) (Int),Knowledge (Religion) (Int),Profession (Surgeon) (Wis),Knowledge (The Body) (Int),Use Magic Device (Cha),Spellcraft (Int),


Table: The Epic Creator
Level Special
11th Empower
12th Destruct Life
13th
14th
15th Apotheosis

Class Features[edit]

All of the following are class features of the Creator.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a Creator, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.


Minor Creation (Su): The Creator has attuned himself to the powers of the gods over life. He becomes capable of, once per day, creating a lifeform equal to 1/8 his HD in level, with 48 attribute points to distribute. No attribute can exceed 16 points, and mental attributes cannot exceed that of their creator. So, if the creator has 11 intelligence, intelligence cannot exceed 11. No score can be lower than 1. Furthermore, the life-form cannot have any powers greater than that of a creature of similar HD. The creator must have access to all organs and body parts necessary to make the essence of his creation. The creation is formed when the creator succeed on a DC 10 + 5 per HD Profession (surgery) check to correctly assemble and attach the life-forms parts, and then imbues it with life.

Creatures fall into 3 types; Melee Combat, Ranged Combat, and Support. These types determine HD and powers available.

Melee combat life-forms cannot have any supernatural or magical powers, are limited to physical attacks, and roll 1d10 for each HD. Their attacks are based off of any appendages they can use, be they claws(rake), teeth(bite) or tentacles(slap). Refer to Natural Weapons for damage types. Small creatures deal 1d4, medium 1d6, and large 1d8. Minor creations cannot exceed large sizes. These life-forms can have no more than 2 attacking appendages.

Ranged combat life-forms also cannot use any supernatural or magical powers, however through some form or other are capable of ranged attacks, generally through growth of numerous spines or using acidic spit that can be shot dealing 1d6 damage. they use 1d6 per HD for determining HP. Their range is 20 ft. times the strength modifier(max 60 ft).

Support life-forms are the most advanced of the life-forms, capable of using magical powers. They can have 1 spell-like ability that is taken from any divine spell-caster list per 4 HD and starting at 1st level, and it can be no higher that a spell that can be cast of an equivalent leveled spellcaster. So, at 1 HD, it can cast one first-level spell at will. At 5th, it can cast any spell up to first and any spell up to third at will. At 9 HD, it can cast one up to first, one up to third and one up to 5th level, so on and so forth. Support life-forms use a d3 per HD to determine hp. Their powers are wisdom-based.

The creator can control no more HD of creations than that equal to 1.5 times his HD, rounded down. So a 20 HD creator can control 30HD of creations. All creations have the type of aberration. Any life-form created beyond the limit is free to act on its own, and with the shock of sudden life without any bearing there is a 50% chance it will berserk and attack anything nearby.

Summon Creation (Sp): The creator can summon any of his creations to himself at will that are within 1 mile + 1 mile/level in creator of himself, with the exception of planar travel. At 15th level he can summon his creation from any distance.

Mental Link (Su): The creator can link his mind to any of his creations at will, and as such he can view anything they can view. However, should the creator use this to try to perform more than just basic actions with himself and his creations at the same time(e.g. spellcasting, skill checks, etc) then he must succeed on a DC 10 + 5 per-creation-linked concentration check or else he fails that action. The creator cannot link to any creation that is on a separate plane.

Recall to Creation (Sp): The creator can recall himself to any of his creation within 1 mile of himself, +1 mile/level of creator until 15th, at which he can recall to any creation no matter the distance. This does not work for planar travel.

Dissemble/Enhance Creation (Su): The creator can break down the parts of one of his creations for later use, or enhance it with other parts he has collected. Enhancements cannot exceed the limits of the creation abilities. For example, the creator creates a 1 HD creation, and as the creator levels can now make creations up to 3 HD. He can upgrade his creation to the higher HD and improve its abilities as par with a creature of that HD.

Detonate Creation (Su): The creator can detonate any or all of his creations by flooding them with divine energy. This is an area attack of pure divine energy dealing 1d8 per caster level (max d8 is equal to HD of creation detonated) damage within 15ft + 5ft per caster level(maximum 50ft.) DC 10 + 1/2 Caster Level + Wisdom modifier reflex save for half damage.

Major Creation (Su): As minor creation, with the following adjustments. Size category creatable increases to Huge, and at 15th level increases to gargantuan. Huge creatures require 2 days to create and must have a minimum of 6 HD, and gargantuan creatures require 4 days to create and must have a minimum of 12 HD. The creator can now create creatures with a maximum of 1/2 his HD, and can have any attribute max out at his level + 5, with the exception that mental attributes cannot exceed the creators. So, a level 20 creator can create creatures up to 10 HD and a maximum of 25 points in an attribute. Creatures can have up to 55 + 1 per 4 HD ability points to distribute. E.g. an 8 HD creation would have 57 points.

  • Melee Combat Life-forms can gain an extra attacking appendage per 6 HD. Medium creatures are limited to 3 appendages, Large can have up to 4, Huge can have 6 and gargantuan 10.
  • Ranged life-forms can fire an extra projectile per 6 HD, and can add their strength modifier as damage. For every 100 ft. beyond 160, they take increasing negatives to hit. -2 at 260 feet, -4 at 360ft, -8 at 460 feet, etc.
  • Support life-forms are enhanced to be able to multi-cast. At 10 HD, and for every 10 HD afterwards, they can use an extra spell-like ability at the same time as another. However, the quickened ability must be two spell levels lower than the highest spell-level available, and each successive quickening must be two levels below the prior. Furthermore, the support life-form can gain twice as many spell-like abilities per 4 HD.

Regeneration (Su): Creators, becoming flooded with positive energy, gain the ability to regenerate any lost limbs or organs, with the exception of the brain. They have regeneration of +1/epic. Should the creator fall to -10hp and die, he will not regenerate. Furthermore, having their link to their creator severed, all his creations shall go berserk.

Create Minion (Su): The most powerful creation available in the creator's repertoire, the creator is capable of channeling enough divine energy to make only one. The minion does not require any parts to make, but a months meditation and 2,000 experience to produce. The minion is similar to the cohort granted in the leadership feat, with the exception of absolute loyalty to its creator. The minion rolls stats and takes levels like a normal character, with its starting level being 3 less than the creators level. The minion cannot take class levels in the creator class. The minion type is aberration, with a humanoid subtype. However, the minion, without a disguise, is clearly not human.

Empower (Su): The creator, with such overwhelming divine power now at his disposal, gains the ability to empower his allies. 3 times per day, the creator can grant a +6 bonus on any single roll made by an ally. The roll must be made in the same round as empower is used, aside from that the beneficiary can decide which roll they want empowered. This ability can also be used offensively as a -6 to an enemies next roll. The DC to resist this power is 10 + 1/2 caster level + wisdom modifier.

Destruct Life (Sp): This is the most powerful offensive ability of the creator, based off of a deity's ability to kill any mortal on sight. Prior to apotheosis, the creator can channel pure divine energy into any enemy on sight once per day. This energy is so dense and powerful, it can instantly destroy the enemy receiving it. DC 10 + 1/2 caster level + wisdom modifier will save. On a successful save, the enemy instead takes 1d8 damage per level in divine spellcaster. Therefore, a 40th level divine spellcaster using this ability would deal 40d8 damage. Characters with improved evasion, on a successful save, suffer no effects. Since this ability is so powerful, it requires a DC 25 concentration check to maintain focus for a successful use. Upon Apotheosis, the Creator gains 2 more daily uses of Destruct Life. A creator can sacrifice each of his future uses of Destruct Life for the day to increase the save DC by 5, however the creator must also spend an extra turn for each sacrificed casting to focus this power and increase the DC of the concentration check by +5 for each sacrificed using of destruct life.

Other divine spells and powers can be sacrificed as well to increase the divine power of destruct life, granting a bonus to DC of saves by 1/2 the level of the spell cast, rounded down. So if the creator sacrificed a ninth level spell, he would gain a +4 to the save DC. However, for each spell added, another turn must be spent in focus. Each turn added in this method results in an extended concentration check done each turn. You cannot sacrifice more castings than you have at your disposal. For example, if you can cast 6 third level spells in a day, but you have used 4 spells prior, you can sacrifice no more than the remaining two castings of third level spells.

A failed concentration check results in an automatic failure of the power and all sacrificed enhancements. After apotheosis, an opponent who fails their save and is instantly killed cannot be brought back to life.

Apotheosis (Sp): At this point, a creator becomes so infused with divine energy that he ceases needing to channel it from the gods and begins to produce it himself. His type changes to outsider from the plane of the gods. He is now considered an immortal, and for all intents and purposes can be considered a demigod. However, he cannot take any levels in deity and must follow the standard routes to attain godhood. The creator also becomes resistant to the deity's power to will a being out of existence, and instead must make a will save equal to 10 + 1/2 the deities caster level + the deities rank + the deity's appropriate ability score modifier to avoid destruction. The creator's divine energy now makes him immune to all natural disease, gains energy resistance 5 to all energy types, and a +10 to all saves against poison effects. Furthermore, given an hours meditation, he can recharge his 3 daily uses of destruct life.

Campaign Information[edit]

Playing a Creator[edit]

Combat: Creators tend to play the Controller type character, sitting in the far back supporting his allies while his creations due his dirty work in the brunt of the fighting.

Advancement: Creators tend to work extremely well in conjunction with levels in either druid or cleric.

Resources: Creators of good alignment can always expect to be treated with respect and they are willing to help each other as necessary. There are two main factions of creators that have banded together, The Acolytes of Grace, who follow a lawful good path, and the Cult of the End, administered by all those who are evil. The evil creator can expect nothing from his fellows and is forced to rely on himself to accomplish his goals, with the exception of destroying all good creators. Good and Evil creators will always try to destroy the other on sight. There are no circumstances aside from chains that will prevent their attempted destruction of the other alignment.

Creator Lore[edit]

Characters with ranks in Knowledge (Religion) (Int) can research Creators to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Religion) (Int)
DC Result
11 Creators have powers over life.
16 A creator is capable of designing new life-forms.
21 Creators have an intricate understanding of the workings of life, and have detailed control over which powers they can grant to their creations.
26 Aberrations first came into being due to foolish creators who failed to take precautions in limiting and controlling that to which they gave life.

Creators in the Game[edit]

Creators almost always fill the support/controller role. They are the lords over vast tracks of lands guarded by his creations. For PCs, they are the vital support that keeps the party alive and running. Their creations can distract foes allowing for a safe retreat or they can absorb damage allowing the more powerful members of the party time to destroy their opponents.

Adaptation: Creators can often be considered in many different fashions in the D&D universe; they could be a disenchanted cleric seeking revenge on a god that abandoned him, an enterprising individual seeking power, a villain seeking to dominate a region(or even the world!) or holy warriors seeking to use their reliable servants to rid the world of evil!

EL 26:

Kashinok Ogala

CR 26

Male Humans Cleric 10, Creator 15.
CE medium outsider
Init/Senses +5/Listen +17, Spot +17
Languages Common, Abyssal, Elven
AC 24, touch 11, flat-footed 23
(+10 armor, +1 Dex, +3 shield)
hp 103 (10d6(30)+15d3(23)+50 HD)
Immune disease
Fort/Ref/Will +18/+9/+27
Speed 30ft
Base Atk/Grp +13/+2/+13
Special Actions Minor Creation, Major Creation, Summon Creation, Mental Link, Recall to Creation, Dissemble/Enhance Creation, Regeneration +1, Detonate Creation, Create Minion, Empower, Destruct Life, Apotheosis, Turn or Rebuke Undead
Abilities Str 10, Dex 12, Con 15, Int 15, Wis 33, Cha 9
SQ Resistance to Energy(All types) 5/-, +10 bonus to saves against poisons
Feats Improved Initiative, Iron Will, Lightning Reflexes, Great Fortitude, Craft Wondrous Item, Spell Penetration, Greater Spell Penetration, Eschew Materials, Quicken Spell, Maximize Spell, Improved Metamagic x2
Skills Profession (Surgery) +39, Concentration +30, Heal +39, Spellcraft +20, Knowledge (Arcana) +12, Knowledge (Religion) +20, Listen +17, Spot +17
Possessions +4 Longbow, +10 Full Plate, +3 Heavy Steel Shield, Periapt of Wisdom +10, +4 Morningstar

|prgrsns= |- ! Cleric Spells Prepared

| (CL 25th):

9th—true resurrection, energy drain, Heal, Mass, miracle, implosion
8th—antimagic field, Cure Critical Wounds, Mass, dimensional lock, fire storm, Inflict Critical Wounds, Mass
7th—resurrection, ethereal jaunt, Cure Serious Wounds, Mass, Inflict Serious Wounds, Mass, repulsion, destruction
6th—antilife shell, heal, harm, animate objects, create undead, Bull's Strength, Mass
5th—hallow, unhallow, true seeing, raise dead, scrying, spell resistance, wall of stone
4th—cure critical wounds, inflict critical wounds, air walk, death ward, freedom of movement, tongues, dismissal
3rd—animate dead, bestow curse, daylight, deeper darkness, invisibility purge, meld into stone, dispel magic, cure serious wounds
2nd—consecrate, desecrate, darkness, gentle repose, find traps, make whole, undetectable alignment, zone of truth
1st—sanctuary, bane, bless, bless water, detect undead, divine favor, detect chaos, detect evil, detect good, detect law, obscuring mist
0—detect magic, read magic, light, detect poison, create water, Resistance

(All skills already have ranks + modifier)(142 skill ranks distributed)

Kashinok often prefer to keep to himself deep within his fortress, occasionally sending out his creations to harvest new parts from the surrounding villages if they fail to send tribute to his fortress. Nobody has actually ever seen Kashinok himself, although he occasionally ventures into the villages in disguise to make sure they aren't planning any form of rebellion. The people live in terror of him and revere him to a small extent out of fear, for the one time in recorded history he was ever known to be out of his fortress was when he took it from the old king and massacred all who set eyes on him. Secretly, they pray that one day someone will come save them from their plight. Should he encounter any of the PC's in the village, he will not engage them unless they show aggressive intent. He would open by summoning a few of his creation to himself, and watching to determine the strength of the PCs. If they are weaker, he would let his creations do the dirty work and watching in amusement. If necessary, he would heal his creation, give them some buffs, or curse the PCs but take no direct action. If they are stronger, he would call his minion to himself and allow him to take on the PCs. Depending on how much stronger the PCs were over the creations, Kashinok may take direct action himself by slinging higher level spells at the PCs and, if in truly dire straights, casting miracle or recalling to his fortress. Should the PCs instead get along well with Kashinok in this encounter, he will decide to send his minion Ogatron to offer an alternate quest-line: the PCs will work for Kashinok to gather different materials which, secretly, he seeks to use to fashion himself a divine spark and ascend to an actual deitical status.

If Kashinok is encountered in his fortress, he will open by summoning his minion and all creations to himself followed by using every weapon in his arsenal to destroy the PCs without any chance of mercy or letting up.

Kashinok is a strange man, paranoid someone will try to overthrow his rule. However, he doesn't let this get the better of his desire for anything new or tasty. Kashinok is extremely fond of good food and good wine. It is for this reason he has not eradicated the surrounding villages. He uses his magic to ensure that, as long as tribute is paid, conditions for farming, raising cattle and growing hops is perfect. He has a high-pitched, squeaky voice and a slight stutter. He also loves to flaunt his intelligence and utilizes big words whenever he can. He has also developed numerous other eccentricities over the past 3,000 years of his life, what they are is up to DM discretion.




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